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Cut To The Chase

barsoomcore said:
drnuncheon: Should be out in a matter of days. I got the go-ahead from Gareth to start squawking about it and I've seen the cover and it's SWEEEETTTT.... But I don't have any notion as to how much it will be. Existing Adamant products in the same line range from $3.00 to $10.95, so I suspect somewhere in between those two amounts.

So then it's a .PDF right?

This is could be good timing for me -- my players are about to head into a mine below a dwarfhold and I was thinking of having a nice minecart chase scene like the one in Temple of Doom.
 

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Richards: you just can't beat horse-drawn carts for drama and thrills. Hot Pursuit is perfect for stuff like that.

Davelozzi: PDF, yes. A minecart chase? I wanna hear how that turns out. :D
 

GenCon, two years ago. I'm running a Spycraft game for a bunch of EN Worlders. The PCs are in a jeep whipping along steep mountain roads in Majorca when a bunch of goons pull up behind them with pistols drawn. One of the villains rams the back of the Jeep, trying to knock the PCs off a steep cliff.

Teflon Billy draws his gun, crouches, and jumps out of the Jeep onto the hood of the car that rammed them. He then proceeds to empty half of his gun's magazine through the windshield into the skull of the guy driving. As the car careens towards the steep cliff edge, TB rolls smoothly off the hood and comes up ready to shoot the next car that roars by. It was a thing of beauty. :D

And that's before Zarathustran uses his portable Cray to hack into On*Star, disable one of the cars following them, and taunt them over the On*Star speaker phone.
 

So far there have been a couple of chase scenes in my campaign.

An earlier one had the players on a floating 'liner' style ship (Basically an airship). The ship was ambushed by a bunch of Jadwarri (Skaven) engineered raider vessels, which were small, quick one man skiffs.

The theif in the party made a daring jump (rolling a 20) onto one of the raiders as it raced across the deck in a strafing run. The thief was planning on kicking the pilot out and figuring out the controls, however the psion unleashed a devastating bolt of elecricity at the raider just as the thief landed on the back of it.

The result was the raider skiff spinning wildly with a screaming theif and pilot clinging on for dear life. The vessel then smacked right into the bridge of the airship, and the thief who was on the hind end of the raider was catapaulted all the way to the very end of the ship, bouncing once across a sail and nearly falling off the edge of the shop to certain doom. Luckily he made a stunning reflex save at the last moment to get his claws on the trailing sail and hang on for dear life.

The resulting chase battle between the raiders and PC's/Ship crew is one of the most memorable of any campaign I've run.

The second was another 'skiff' battle much closer to the ground. To this day, the barbarian/ranger of this party is the only person in any game I've ever run who killed 10 people with one arrow.. The first shot of the chase had him over-crit the pilot of one skiff, and have it crash into its companion, wiping out both..
 

Shadowrun, This was a highly experianced team (something around 100 karma) but we had horribly botched a run against an Ares facility located in Redmond.

Anyhow they peel out in their fedex van of death (a panel van with over a million newyen worth of gear in it) and start tearing through the refuse strewn streets of the barrens persued by two humvee equivilants a yellowjacket and an air assult drone.

The drone goes first and fires a air to ground missile targeting a building in front of the team, the rigger proceedes to make a couple of godlike driving rolls and evades with no damage whatsoever. The humvees are forced to detour around a sidestreet leaving the persuit in the hands of the air units.

The troll street sam then started firing on the yellowjacket from a sunroof but the player was panicing and was using an assult rifle which just richoched uselessly off the armour, the yellowjacket returned fire and though it didn't damage the van it did give the sam a severe case of lead poisoning.

Long story short after the humvees rejoined the chase the second sam nailed the yellowjacket with a LAW and caused it to crash into one of the humvees destroying it. The mage then nailed the drone with an EMP gernade before he too was taken out by a burst of heavy machine gun fire from the second humvee. The final humvee was taken out when the injured sam gave it a 3 round burst from his combat shotgun taking out the windshield at which point the second sam put a gernade through the window killing the driver and pasangers.
 

Mm, Shadowrun.

I ran a cyberpunk campaign using a heavily modded version of the Victory Games James Bond Roleplaying Game that ended in a huge chase through downtown Vancouver. One black bad guy after another gets taken out but the last one dodges every bullet, every rocket launcher.

At last the player who's been pulling all the great driving rolls but never managing to get away (cause the bad guy's making every roll right along with him) looks up at me and says, "I adjust the sideview mirror, point my gun backwards over my shoulder and shoot."

Rolls a 00. Automatic Level One Success -- kaPOW!

GREAT way to end a campaign.

Or it would have been... this was the campaign where the PCs got ahold of a particle cannon and proceeded to write their names on the moon...
 

barsoomcore said:
I have a new book coming out from Adamant Entertainment called HOT PURSUIT that is in fact a comprehensive set of chase rules for d20 that will apply to pretty much ANY d20 system.
barsoomcore said:
My motive here is entirely mercenary, I admit
You will be forgiven if this happens to be THE set of chase rules that makes sense and is at the same time easy to undestand and use. I hope it will be the case, for I have yet to find such chase-rules.
 

I've run one and played in one good chase scene.

The one I played in was a one-shot Piratecat ran when I was in the area, and it was fabulous. We were muskateer-style swashbucklers, and we rode a carriage through a crowded street chased by musket-firing horsemen. It was fantastic, with the whole 'jump to the balcony and drop back on one of their horses' thing, and the whole 'overturned apple cart that you catch an apple out of' thing... fantastic fun!

The one I ran was written by Piratecat- it was a gruelling scene where literally hundreds of people were chasing the party, which was all halflings, as they tried to elude them for hours. It was a fantastic climax to a great adventure.

Kevin, you're good with chases. :)
 

A PDF? This I'll buy, as I've been itching to use a good chase system. I have just prepared a chase using Spycraft rules, but that will happen 3-4 sessions (= months) from now...
 

Chase that I am playing around with (still rough) are simple roll of a d12 with the following results:
1. Dead end (special)
2. Very Crowded Street (traffic and stalls) – movement max ¼ - Trap DC 14
3. Last Result plus 1
4. Crowded Street (traffic and stalls) – movement max ½ - Trap DC 12
5. Last Result minus 1
6. Alley – Right Turn – Trap DC 10
7. Last Result
8. Alley – Left Turn – Trap DC 10
9. Straight Away – Trap DC 7
10. T - Intersection – Right & Left – Trap DC 12
11. Last Result plus 1
12. Crossroad Intersection – Right, Left & Straight – Trap DC 12

The way this works is running speed is used, the DM rolls and the result tells the section (next 90 feet) of the chase, then a d6 is rolled for number of traps, the trap DC is really a delay factor, loss of movement.

Type of traps: people/animals moving into path, doors opening in from of you and such. Special in dead end can be a blank wall (climb check) or fence (climb check) or such. DC can go up or down based on time of day and location.

I want to add some way to use skill levels to avoid some things or cause a result but have not thought of a way.
 

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